Any directinput wheel should work with LFS so there should also be no issues with Cammus wheels. Maybe you've run into the "gameinput runtime" issue which takes full focus of the wheel and needs to be disabled from windows services or by checking the wheel properties in control panel -> game controllers, unless it's some different problem of course
Expect some stutter at 90Hz when looking at the sides whilst moving, but other than that it's not noticeable. Though after some googling i see Quest 3 has a 120Hz mode, which i would suggest using over the 90Hz mode.
From how i understand, Fern Bay will look the same on the old graphics regardless of these minor fixes that have to be done to get dynamic shadows working as intended. Maybe a few extra objects here and there as you can see the comparison pics above, but you can achieve similar quality in textures by downloading Revolution Pack for example.
(That is unless Eric's been working secretly and there's an improved version of FE existing that nobody knows about yet )
Looks great, drives great but maybe a bit familiar.
Would love to see this done properly instead of just focusing into the graphical aspect (quality is very good though, hats off there). i could fiddle with engine editor for a minute and get the stock version hp/torque peaks accurate to ~50rpm and ~1hp/2nm compared to spec sheets i can find online. The frame and suspension are just slightly altered XR variant.
Wouldn't complain otherwise but i also wouldn't call it a diamond with this much uncertainty
It really depends on what you're looking for in a wheel to be fair. If you feel like you have an enjoyable and a fast experience with your G27 then it wouldn't probably atleast hurt to wait until the base level direct drives get around to the same price range. You can go fast with this wheel, but it lacks a lot of information in comparison to these direct drive sets which might even have load cell brake pedal bundled.
Logitech's stock brake pedal in 25/27 is basically linear which can be fixed by various assortment of mods such as stiffer springs or maybe even a foam bit to make it feel more like you are adjusting your braking with pressure instead of pedal travel. I personally have a separate USB adapter and a GT/rally brake pedal mod by 3Drap (https://www.3drap.it/product/brake-pedal-mod-formula-logitech-g25-g27/). It took about a month or two to get used to properly but it's a clear difference over the stock setup. The USB adapter for pedals make the axis more clear(better "resolution") over the original connection through the wheel.
Though if you can afford anything better and want to spend time simracing then it's definitely better to get a direct drive and a load cell brake over logitech. There is always a ~3-5° deadzone in the force feedback with this wheel at the dead center because Logitech argued the motors would be fighting each other if it's any less. And since load cells are pressure sensitive this seems the best choice for brakes in simulation environment.
I've been personally looking at Moza DD R9 wheel base, been hearing it's the most "budget/longevity" solution in terms of wheel base but i'm uncertain which pedals i would like to pair with them, and in the start i might be pairing my logitech pedals with it because i have too many other things i need to throw money at.
EDIT: i forgot to also add that the more force your wheel can produce, the less clipping it would have. at the forces i have with my G27 they would be clipping way before the peak forces, in every racing sim, so you might have more information just because the forces given by the sim aren't enough to cause said clipping.
with the exception of keychain rotating freely around
it's hard to explain but i felt that analogy might be the best. car chassis isn't as flexible as a keychain
with braking you might experience a lot of understeer in fwds, too, best to aim your braking to the straightest place and when you want to cut into apex you can yank the chain
depends a lot on differential settings though. if you got locked diff then you will certainly experience this. might be able to configure it on preference but locked diff usually is the fastest setting so it is better to adapt than to circumvent through settings.
front wheel drive pulls the car around the corners, as opposed to rear wheel drive pushing the car around.
very simply put, think of a keychain that you drag along a table with your finger. if you yank too hard the tail of the chain will swing around too hard. you can yank enough to not make it swing too wide, but just enough to get you to the exit of the turn at good speed.
No problem, its been a long while also since i drove the karts in lfs. just checked what setups i have for the prokart and i attached one that felt decent to my hands on a quick test around FE1R and AS1 (gearing is a bit too short for these tracks but this set feels like it'd fit a lot of the tracks with just simple final drive ratio adjustments)
I normally run 20-25% ffb inside LFS and for the kart test i ramped it up to 100% which gives the ffb a more familiar feeling, atleast in my opinion. so maybe around 50-75% more ffb than normal might work best. Not to forget also it can be fine adjusted another way with caster, simply put more caster gives you more intensity in ffb as well.
You need to ramp up the FFB massively to make the wheel feel remotely close to what a kart is, because the steering ratio is very high it will take some effort rotating the wheel even when moving(not quite like a car without powersteering standing still but somewhat close).
Most likely issue is that you don't feel the G-forces at all and have to read what the kart is doing through the wheel. It's not that much of a problem for people that have been playing sims before driving/racing in real life but vice versa it might cause some gray hairs trying to figure out countersteering and such.
Hi sorry for not seeing this any sooner, the main reason was to help keep it from flipping over and i'm not sure if R4 has too much grip compared to the tyre ETRC and such use. The real reason is that the truck is too tall so the CoG is also a lot higher than it should be, race trucks are significantly smaller than the road going counterpart but i'll consider adding R4 back if it drives any better after addressing the issues
if the axis you had previously selected was centered(like a steering wheel axis, combined brake/throttle axis, or an analog stick from a gamepad) it would stay at 50% clutch engagement
i don't know if you tested your pedals and wheel in the axis selection mode but you can press pedals etc. in that view to see which number is for which axis
In the singleplayer menu when youre selecting track/cars/ai there is a option to allow car reset which fixes all the damage on top middle of the screen. The command /canreset=yes can be also used on track or online if you have admin access on a server